Princess Alidea, the contentious heir to the Elven throne and one of the new 'Hero' units in Dawn of Fantasy

Happy April, everyone! We apologize for the forum downtime yesterday, but are glad you were able to make your way back! We migrated to a better hosting package to accommodate all new users and to provide better download speeds and performance. And now we're back and better than ever! We also hope that those of you who received a beta key, are enjoying the beta build - and many more keys will be issued shortly for those who are still waiting.

Today, we will be showing off our third and final unit showcase, this time focusing on the Elves of Nhob'ru:

Centuries ago, the elves divided into two groups: the High Elves, who pursue alchemy and the arts of the intellect, and the Wood Elves, who are devoted to nature and lore. Both are a people of magic and harmony, and their numerous white citadels and tree architecture can be found high up in the mighty trees of the Nhob'ru forests.

Given enough distance and cover, their powerful ranged units make the elves a deadly force. With the game's best archers, elven armies can quickly take control of the battlefield as well as defend their forests. Elves have strong fortifications and economies that do not require territorial expansion as their resources are produced within their buildings and around their homecity. The elves' greatest weapon is their magic. They have, by far, the greatest knowledge of the magical elements, using them in battle and to produce resources.

Based on popular request, I have added unit stats to this showcase so Elven players can better compare their options. You'll see that all Elven battalions have the same formation options. Elven battle formations work differently than those of other races in that they do not drain stamina but take a short amount of time to transition into, during which the unit is left defenseless. Therefore, it is advised that players arrange their battalions before a battle starts. More information, albeit dated, on battalion formations can be found in an earlier showcase.

Please note that this showcase does not include information on heroes, stationary units (garviolas, defenses), uncontrollable units (forest spirits, deer, vine ladders), or warlocks. All stats and abilities are subject to modification during further testing.

Elven Units

Bladestorm - A heavy infantry unit wielding dual swords with a strong whirlwind attack, great against any tightly packed units. Bladestorms can be trained at the War Lodge for 350 Food and 250 Gold.

Unit Stats:

Battalion Size: 16

Health: 250

Stamina: 250

Attack: 160

Defense Rating: 30

Damage Reduction: 45

Speed: 62

Attack Rating: 20

Unique Abilities:

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.Whirlwind – A powerful area attack that damages every adjacent unit. Costs stamina.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Bolt Thrower - The woods come alive with the Elven ranged siege unit, the Bolt Thrower. Bolt Throwers impose massive damage on unsuspecting enemy units and buildings, and can be summoned by Enchanters for 50 Food and 250 Gold.

Unit Stats:

Single Unit

Health: 500

Stamina: 0

Attack: 330

Defense Rating: 20

Damage Reduction: 60

Speed: 58

Accuracy: 20

Range: 1850

Unique Abilities:

Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Enchanter - Powerful magical melee unit that casts spells and summons Treants and Crossbolts. Enchanters can be trained at the Arcane Sanctuary for 250 Wood and 250 Gold. More information on Enchanters and the role of magic in Dawn of Fantasy will be revealed at a later date.

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Grand Master - The Grand Master is an elite heavy infantry unit and the epitome of Elven strength. Grand Masters are very effective against infantry, but weak against archers and cavalry. Grand Masters can be trained at the War Lodge for 300 Food and 450 Gold.

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Grand Master, Mounted - One of the best mounted units in the game, Mounted Grand Masters have significantly greater Health and Damage Reduction stats than their foot-soldier counterparts, but reduced Attack. Mounted Grand Masters can be trained at the War Lodge for 425 Food and 500 Gold.

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Ranger - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Rangers can be trained from Tree Dwellings for 200 Food and 200 Wood.

Unit Stats:

Battalion Size: 16

Health: 120

Stamina: 100

Attack: 90

Defense Rating: 30

Damage Reduction: 72

Speed: 49

Accuracy: 30

Range: 650

Unique Abilities:

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Ranger, Mounted - Rangers are the most skilled archers in Mythador, weak only against heavily armored units and cavalry that manage to get close enough for melee combat. Mounted Rangers have significant health and stamina boosts over those of regular Rangers. Mounted Rangers can be built at Tree Dwellings for 275 Food and 250 Wood.

Unit Stats:

Battalion Size: 10

Health: 450

Stamina: 400

Attack: 85

Defense Rating: 30

Damage Reduction: 30

Speed: 72

Accuracy: 30

Range: 650

Unique Abilities:

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.Attack Ground – Rangers will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.Arrow Volley - Greatly decreases unit reload time for 20 seconds, at the cost of 50 stamina.Fiery Arrows - Increases damage and can result in devastating wildfires, but decreases accuracy and fire rate.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Sentry - A tough, defensive infantry unit that is ideal for holding important areas and killing cavalry, but weak against other infantry. Sentries can be trained at the War Lodge for 225 Food and 200 Gold.

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Treant - Functioning as the Elven battering ram and siege tower, this walking tree is sure intimidate enemies. Treants also serve as mobile resource drop-off points for Wardens. Treants can be summoned by Enchanters for 180 Wood.

Unit Stats:

Single Unit

Health: 7500

Stamina: 0

Attack: 0

Defense Rating: 20

Damage Reduction: 75

Speed: 49

Attack Rating: 350

Unicorn - Able to fight effectively even without riders, Unicorns are strong against infantry and archers, but weak against cavalry. Unicorns can be bred at the Sylvan Shrine for 250 Food and 150 Gold.

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Warden, Female - A ranged gatherer unit that slowly gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Great against infantry units, but terrible against heavily-armored and cavalry units. Female Wardens can be built at Tree Dwellings and Settlements for 110 Food and 70 Wood.

Unit Stats:

Battalion Size: 16

Health: 220

Stamina: 250

Attack: 75

Defense Rating: 20

Damage Reduction: 85

Speed: 49

Attack Rating: 20

Unique Abilities:

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.Attack Ground – Wardens will target a single area rather than a unit or battalion - ideal for damaging buildings and destroying small objects such as the Sun Stone defense. Can also be used when anticipating enemy movement in tight areas.Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

Warden, Male - A gatherer unit that gathers Gold, Stone, and Fruit, and can lay the dead to rest to gain Favor. Male Wardens can be trained from Tree Dwellings and Settlements for 160 Food.

Unit Stats:

Battalion Size: 16

Health: 350

Stamina: 250

Attack: 60

Defense Rating: 20

Damage Reduction: 50

Speed: 52

Attack Rating: 20

Unique Abilities:

Hide – Makes unit invisible to enemies, but with reduced movement, while draining stamina. Ends if unit attacks.Downpour - Wardens can summon the power of the talltia, the realm of the sky, to release rain on a small area to put out dangerous fires. Has a long reload time.

Available Formations:

Stone – Makes units tough and durable with increased Armor and Defense, greatly increasing survivability. Units in this formation cannot use Hide. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.Wind – Makes units quick and deadly, greatly increasing their attack power with increased Damage, Speed, Accuracy, and Range. Units in this formation will gain Stamina through combat. Rate of fire is decreased. Switching to this formation requires much stamina and intense meditation, leaving units temporarily defenseless.

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"The sky grows lighter my friends. The break of day should cheer the heart. But for us, sunrise brings only bloody war. Make thou ready. Defend my people well." - Prince Erian IV, Dawn of Fantasy

I looked back at our name discussion for the Bladestorm. To recap... originally it was named the High Elven Defender. The first name change they thought of was to make it Avenger or Fanatic. Then they moved away from that toward Blade Dancer. But then head writer Gordon Farrel thought Blade Dancer was just a little too "artsy fartsy" , so they decided to use Bladestorm.

Seriously, why Bladestorm and not Avenger? I find Avenger more appealing. Or what about Duelist? Or Fencer. Or Slayer. Or even Orc Slayer. I'm sure elves aren't too fond of big ugly orcs, who'd rather die in fire then live in harmony.

I might be not the best judge (because English is not my native language), but I think "Bladestorm" really don't sound too well.

I looked back at our name discussion for the Bladestorm. To recap... originally it was named the High Elven Defender. The first name change they thought of was to make it Avenger or Fanatic. Then they moved away from that toward Blade Dancer. But then head writer Gordon Farrel thought Blade Dancer was just a little too "artsy fartsy" , so they decided to use Bladestorm.

Hmm. I suppose that makes sense. Blade Dancer IS kind of "artsy fartsy" but remember, we're dealing with Elves.

I know it's generalizing and hardly fair to lump all versions in the fantasy genre together but the general image of elves are elitist snobs who are holier than thou, at one with nature, masters of magic, et cetera.

I do like Avenger, too.

Bladestorm isn't terrible, but I don't know. It just sounds weird for a unit name. I've always ever encountered it as an ability which is probably why.

Uh-huh. "Bladestorm" sounds more like some action or event rather than object. Or perhaps other games I've played are to blame, because there's alot of RPGs and strategies where "bladestorm" is some sort of skill or ability and never a unit/class name.